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| author | skal <pascal.massimino@gmail.com> | 2026-03-08 09:33:17 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-08 09:33:17 +0100 |
| commit | a2f0f7c7a45ba8b30984fb135b8b54f11fb119f8 (patch) | |
| tree | 794527d25368227320e5f6aebe409178296db391 /cmake/DemoCodegen.cmake | |
| parent | 9d114ae4fec465baed381de7782ef42ca77e734b (diff) | |
feat: Implement dual-mode asset loading and update documentation
This commit introduces a dual-mode asset loading system to enhance developer workflow and optimize release builds.
Key changes include:
- **Dual-Mode Asset Loading:** Assets are now loaded from disk during development (when is OFF) for faster iteration, particularly for heavy assets like and files. For release builds ( ON), all assets are embedded directly into the binary, ensuring a single, self-contained executable.
- **Explicit Asset Typing:** Replaced generic asset type with specific types (, , , , ) in and the enum in for clearer categorization and more robust processing.
- **Build System Integration:** Modified to pass a flag to in development builds.
- **Asset Packer Updates:** now generates file paths for disk-loaded assets and embeds data for others based on the build mode.
- **Asset Manager Enhancements:** includes new logic in for loading and caching disk-based assets and updates to for proper memory deallocation.
- **Documentation:** Updated to reflect the new asset nomenclature and dual-mode loading strategy.
- **Project Rules:** Added a concise rule to mandating top-level documentation updates for medium/large sub-system changes.
handoff(Gemini): Implemented dual-mode asset loading and updated documentation.
Diffstat (limited to 'cmake/DemoCodegen.cmake')
| -rw-r--r-- | cmake/DemoCodegen.cmake | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/cmake/DemoCodegen.cmake b/cmake/DemoCodegen.cmake index 32cb06c..4d0d271 100644 --- a/cmake/DemoCodegen.cmake +++ b/cmake/DemoCodegen.cmake @@ -239,11 +239,16 @@ add_custom_target(generate_demo_data DEPENDS ${GEN_DEMO_H}.data_stamp) # assets.h is written via copy_if_different so its mtime only changes when the # enum content changes (e.g. new asset added). This prevents unrelated # translation units (audio, 3d, …) from recompiling on every shader edit. +set(ASSET_PACKER_FLAGS "") +if(NOT DEMO_STRIP_ALL) + set(ASSET_PACKER_FLAGS "--disk_load") +endif() + set(GEN_DEMO_H_STAMP ${GEN_DEMO_H}.gen_stamp) add_custom_command( OUTPUT ${GEN_DEMO_H_STAMP} ${GEN_DEMO_CC} COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_CURRENT_SOURCE_DIR}/src/generated - COMMAND ${ASSET_PACKER_CMD} ${WORKSPACE_ASSETS} ${GEN_DEMO_H}.new ${GEN_DEMO_CC} + COMMAND ${ASSET_PACKER_CMD} ${WORKSPACE_ASSETS} ${GEN_DEMO_H}.new ${GEN_DEMO_CC} ${ASSET_PACKER_FLAGS} COMMAND ${CMAKE_COMMAND} -E copy_if_different ${GEN_DEMO_H}.new ${GEN_DEMO_H} COMMAND ${CMAKE_COMMAND} -E touch ${GEN_DEMO_H_STAMP} DEPENDS ${ASSET_PACKER_DEPENDS} ${WORKSPACE_ASSETS} |
